Sunday, June 19, 2011

Creating a Sense of Place, Part 2

So you have the maps of your village or city charted, and you've even written a short description of the city's economic, social and geographic features. Now, how do you breathe real life into that place? Well, that's where your NPCs, stores and other details come into play.

The people inhabiting your village are its living, beating heart. Otherwise, the town would just be a collection of buildings and empty rooms. The attitudes and worldview of the people living in a village make it unique. Even the local customs, catchwords and folklore (think Minnesota's trademark 'uff da' phrase) have a role in creating a sense of place.


Have a village by the sea? Chances are, the locals have legends about the monstrous fish that got away. Constructing a dwarven citadel, maybe one of the forefathers of the city delved deep into forgotten tunnels and never came back. Fast forward several hundred years, and the current residents of the city have erected a statue in his honor and have posted a reward for anyone who finds his body.


But creating a realistic town requires more detail than a few well-rounded folktales. What are the aspirations and dreams of the towns' residents? Does the bartender in a small village yearn for greater things—the life of excitement that all the local adventurers who frequent her tavern talk about? What kind of unique local products are sold in stores? Are the stores and the merchants that your party encounters memorable—more than just a face and an inventory of goods?

Here are a few examples I've written, taken from the city of Florentine, which is a hub of trade and the seat of a small city-state in my current campaign.

Hammerhand Market

A cutthroat nexus of capitalism in the southern quarter of Florentine, the Hammerhand Market is a ramshackle bazaar outside of the Hammerhand Guildhouse. Many of the men and dwarves who operate stands in the market are aspiring blacksmiths who are struggling to be recognized by the Hammerhand Guildhouse, a famous weapons and armor craft guild. As much as they aspire to become Hammerhand employees, many of them also share a resentment of the guildhouse and its near-monopoly on the metals trade from the dwarven city of Craghaven. A small gang of children runs around the marketplace and is led by a crafty young boy named James. They pickpocket newcomers, but also serve as unofficial guides to the market.

The River Inn

Location on an island in the Florentine River just north of the city, the River Inn is the most popular establishment for the city's wealthy upper crust. It is frequented by powerful patrons, some of whom have taken up residence in the inn's spacious rooms. The matron of the inn is Helena Rosa, a powerful woman with fiery red hair and an appetite for cocky men. A wild, fast-talking woman, Helena is the leader of the city's hedonistic Scarlet Order, a social organization centered around the River Inn. Many of the Scarlet Order dabble in necromancy, conjuration and other arcane skills, but few have any real power or training.

The Flint and Barrel Tavern

A large, square, ramshackle structure located on Shipwright’s Row, the Flint and Barrel Tavern is the ideal place for a frosty drink and a warm meal. Founded in 7 A.L. by famous adventurer, Erasmus Ellypick, the tavern plays host to a number of sailors and “recent arrivals” all year round. Erasmus, well into his second century of life, still frequents the Flint and Barrel, but his son Niccolo, actually manages the establishment. A famous Lor’Athyl singer, Quell Dathyl, is enslaved at the tavern, which is known for its ambience and music. Nearly senile and hard of hearing, Erasmus is one of the founding fathers of Florentine. He spends much of his time in the tavern reading and chatting with adventurers just off the boats. While he is ordinarily very talkative and helpful, Erasmus doesn’t like telling anyone about his last adventure up north, other than to mention that it was a very “strange place.”

By this point, I hope you've picked up a few pointers about creating a city, village or hamlet in your campaign. A lot of it comes down to the amount of detail you put into a place, but even a few well-placed, memorable NPCs, shops or other organizations can lend a lot of vibrancy to a setting.

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